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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-07-02 19:13:43 -04:00

Update enum/color names to match C# naming convention (#224)

This commit is contained in:
Danil
2024-01-18 21:00:57 +02:00
committed by GitHub
parent 2a1889403d
commit 70d86837d4
123 changed files with 1843 additions and 1847 deletions

View File

@ -24,7 +24,7 @@ public class VrSimulator
const int screenWidth = 1080;
const int screenHeight = 600;
SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
// VR device parameters definition
@ -67,38 +67,38 @@ public class VrSimulator
distortion,
GetShaderLocation(distortion, "leftLensCenter"),
config.LeftLensCenter,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
ShaderUniformDataType.Vec2
);
Raylib.SetShaderValue(
distortion,
GetShaderLocation(distortion, "rightLensCenter"),
config.RightLensCenter,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
ShaderUniformDataType.Vec2
);
Raylib.SetShaderValue(
distortion,
GetShaderLocation(distortion, "leftScreenCenter"),
config.LeftScreenCenter,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
ShaderUniformDataType.Vec2
);
Raylib.SetShaderValue(
distortion,
GetShaderLocation(distortion, "rightScreenCenter"),
config.RightScreenCenter,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
ShaderUniformDataType.Vec2
);
Raylib.SetShaderValue(
distortion,
GetShaderLocation(distortion, "scale"),
config.Scale,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
ShaderUniformDataType.Vec2
);
Raylib.SetShaderValue(
distortion,
GetShaderLocation(distortion, "scaleIn"),
config.ScaleIn,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
ShaderUniformDataType.Vec2
);
unsafe
@ -107,13 +107,13 @@ public class VrSimulator
distortion,
GetShaderLocation(distortion, "deviceWarpParam"),
device.LensDistortionValues,
ShaderUniformDataType.SHADER_UNIFORM_VEC4
ShaderUniformDataType.Vec4
);
SetShaderValue(
distortion,
GetShaderLocation(distortion, "chromaAbParam"),
device.ChromaAbCorrection,
ShaderUniformDataType.SHADER_UNIFORM_VEC4
ShaderUniformDataType.Vec4
);
}
@ -127,7 +127,7 @@ public class VrSimulator
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 60.0f;
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
camera.Projection = CameraProjection.Perspective;
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
@ -139,22 +139,22 @@ public class VrSimulator
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.CAMERA_FIRST_PERSON);
UpdateCamera(ref camera, CameraMode.FirstPerson);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RAYWHITE);
ClearBackground(Color.RayWhite);
BeginTextureMode(target);
ClearBackground(Color.RAYWHITE);
ClearBackground(Color.RayWhite);
BeginVrStereoMode(config);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.MAROON);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon);
DrawGrid(40, 1.0f);
EndMode3D();
@ -166,7 +166,7 @@ public class VrSimulator
target.Texture,
new Rectangle(0, 0, (float)target.Texture.Width, (float)-target.Texture.Height),
new Vector2(0.0f, 0.0f),
Color.WHITE
Color.White
);
EndShaderMode();